Ayanami Ni

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Name: Ayanami Ni
Position: Major Colonel, Adeptus Evangelion
Sex: Female
Age: - (Born -)
Nationality: -
Place of Residence: -

Physical Details
Hair colour: Light Red
Eye colour: Red
Height: 5'3.5
Build: Slender

Personal Details
Defining quote
(Theme)

Bio details here.

Character Details

Character Details
Name Ayanami Ni Gender Female
Background Ayanami Career Pointman/ AT Tactician
XP Total 34,400 Rank 6

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Vital Statistics

Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 64 6 Expert
Ballistic Skill 42 4 Intermediate
Strength 52 5 Intermediate
Toughness 50 5 Intermediate
Agility 59 5 Expert
Intelligence 53 5 Intermediate
Perception 50 5 Expert
Willpower 44 4 Intermediate
Fellowship 34 3 -
Synch Ratio 85 8 Expert

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Vitals

Vitals
Wounds: 25 Fate Total: 2
Insanity: 25/100 Ego Barrier: 100/100
WUP Pool: 13

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Traits

Assets

Assets
Asset Effect
Egghead (Logic) You gain the Logic skill and Talented (Logic).
Egghead (SL Tactics) You gain the Scholastic Lore (Tactics) skill and Talented (SL Tactics).
Fast You increase your P-Scale speed by +1 AB.
Gifted (Strength) You reduce the XP cost of Strength upgrades by one step.
Team Leader You gain Talented (Command), and gain a conditional fate which may be spent when working with a subordinate Eva. You may grant this fate to said ally if desired.

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Drawbacks

Drawbacks
Drawback Effect
Duty of Care (Zaizai, Gendo, Cyrus, Napoleon) You are strongly attached to several dependents. If you ever believe this dependent to be in danger, you must test Willpower-10 or rush to their aid. If you confirm they are in danger you automatically fail, but gain a +20 to all tests related to helping them. (Yes, they're her kittens. What, you don't think four kittens can be a valid duty of care? Well fuck you and the horse you rode in on.)
Short Fuse (Lecture) Whenever you are confronted or otherwise stressed or agitated, you must pass a Willpower Test or begin sternly and lengthily lecturing the cause of your trouble (or just anyone nearby if they so much as fail in your sight).

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Traits

Traits
Trait Effect
Ayanami You begin with the 'Ayanami' trait, which replaces the Angel Hybrid asset. You gain immunity to mechanical effects that stem from emotion (positive or negative), the Hardy and Resistance (all) talents, a P-Scale AT Field equal to your normal ATS, and your SR can never drop below 40. You also begin with 25 Insanity. Whenever you burn fate due to death or insanity, you have a 50% chance of preserving the fate and being revived three campaign turns later, having lost any XP associated with the battle you died in. Any injuries you may have accumulated are lost, but you gain five randomly chosen traumas which persist for two campaign turns afterwards, and must test Willpower or develop a disorder related to how you died.
Leader Type You gain a +5 to Intelligence and Fellowship, and start with the Command skill.
Warrior Type You gain +5 to WS and Strength, and start with the Parry skill.
Lacking Will You take a -5 penalty to Willpower, and you take a -10 penalty to willpower to resist commands from your superiors.
Unnatural Mentality You begin with a single Severe Disorder.

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Coherency Disruptions

Coherency Disruptions
Disruption Effect Tested Characteristic Threshold
- - -

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Instabilities

Instabilities
Instability Effect Ego Threshold
- - -

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Disorders

Disorders
Disorder Effect Threshold
Severe Disorder: Failure Anxiety Every day, test against the Disorder. On a failure, trigger anxiety. Every time you fail a test, you take a (non-stacking) -10 penalty to your next test. If you fail a test by 3 Degrees of Success or more, you take a level of fatigue that persists for the rest of the day and cannot be removed. You may only gain this fatigue once per day. Furthermore, if you ever intend to Assist another on a skill test, then you must test against your Disorder, with a bonus equal to your ally's skill bonus. On a failure, you either force them to assist you, or decide not to assist depending on the situation. Starting

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Skills

Basic Skills

SKILL LIST
Skill Name Characteristic Proficient Trained Mastery Bonuses
Acrobatics Agi X X X -
Athletics Str X X X -
Awareness Per X X X -
Carouse Tou X - - -
Charm Fel X X X -
Chem Use Int - - - -
Command Fel X X X Talented
Commerce Int X - - -
Deceive Fel X X X -
Demolitions Fel X - - -
Disguise Fel - - - -
Dodge Agi X X X -
Inquiry Fel X X X -
Intimidate Fel X X - -
Literacy Int X - - -
Logic Int X X X Talented
Medicae Int - - - -
Parry WS X X X -
Scrutiny Per X X X -
Security Int X X - -
Sleight of Hand Agi X X - -
Stealth Agi X X X -
Survival Per X X - -
Tech Use Int - - - -

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Specialist Skills

SPECIALIST SKILL LIST
Skill Name Specialisation Characteristic Proficient Trained Mastery Bonuses
Common Lore - Int - - - -
- - Int - - - -
Navigate - Int - - - -
- - Int - - - -
Operate - Agi - - - -
- - Agi - - - -
Scholastic Lore Tactics Int X X X Talented
- - Int - - - -
Speak Language English Int X - - -
- Japanese Int X - - -
- Russian Int X - - -
Trade - Int - - - -

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Talents

Weapon Proficiencies

WEAPON PROFICIENCIES
Weapon Class Weapon Type Proficient Specialized Mastery
Melee General General X X X
- Prog X - -
Basic Bolt X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -
Heavy Bolt - - -
- Fusion - - -
- General - - -
- Maser - - -
- Positron - - -
Pistol Bolt X - -
- Fusion X - -
- General X - -
- Maser X - -
- Positron X - -

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Basic Combat Talents

Name Sub-Class Effect
Armor Master - Your AP on all areas counts as 2 higher than it actually is. Furthermore, you reduce all penalties to agility due to armor (such as Heavy Armor or F-Type) by 10. You retain the Movement Bonus when using F-Type Equipment. Any stealth penalty due to high AP is reduced by 10.

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Berserk Talents

Name Sub-Class Effect
Advanced Berserk - Whenever your Eva berserks, it may use AT Field powers as normal. Furthermore, if it does not already possess them, for the duration of berserk it gains the Cross Blast, AT Wave and Bunker Field Powers.

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Proficiency and Skill Talents

Name Sub-Class Effect
Talented Command Gain a +10 to tests made using this skill.
- Logic Gain a +10 to tests made using this skill.
- SL (Tactics) Gain a +10 to tests made using this skill.

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Melee Talents

Name Sub-Class Effect
Advanced Disarm - You take a +20 bonus to Disarm tests.
Battlemaster - Once per Round. Reroll attack made with melee weapon.
Berserk Charge - Charge. +10 bonus to charge, total +20.
Combat Master - So long as you are not helpless or immobile, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat.
Counter-Attack - This talent permits use of the Counter-Attack Action.
Disarm - This talent permits use of the Disarm Action.
Double Team - Increase Gang-Up bonus by +10.
Furious Assault - All Out Attack. Expend Reaction when making All-Out attack to deal a second attack. May not be used in conjunction with another reaction-expending attack talent.
Gravity Kick - Charge, made from height. Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage, +1d10 damage. The attack has a Penetration value equal to 1 per 5dm fallen (or 2 per 1km in Strategic Mode). This attack may not be parried. If the attack fails to connect (either due to the enemy dodging, or the attack failing), the attack is applied to the used leg instead.
Lightning Attack - This talent permits use of the Lightning Attack Action.
Swift Attack - This talent permits use of the Swift Attack Action.
Takedown - This talent permits use of the Takedown Action.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer Unarmed.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer Primitive.
Wall of Steel - May make one extra Parry action per round.

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General Pointman Talents

Talent Name Talent Sub-Title Effect
Dynamic Reaction - On successfully parrying an attack, in place of the standard melee attack granted by Counter Attack, you may choose to take instead any legal half action.
Guardian - Expend reaction to parry attack aimed at adjacent ally.
Intervention - When you successfully parry a melee attack from an enemy (aimed either at you or at an ally you defend with Guardian), you gain a +20 to any feint, grapple, or knockdown tests against that same enemy on your next action.
Sacrifice - May declare that an attack aimed at you hits an arm instead. If arm destroyed, 50% chance of original target taking half damage. Can use in conjunction with Guardian to cover ally.
Shield Specialist - Increase the AP bonus of Shields by +1, and increase the bonus to Parry from the Defensive quality to +20.
Spotter - As a Full Action you may designate one ally. That ally may now calculate to-hit range bonuses from your location instead of their own.

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Melee Pointman Talents

Talent Name Talent Sub-Title Effect
Force Move - After succeeding with the Maneuver Action, you may activate the Float AT Field Power as a free action to send you and your target 2d10+10dm in one direction of your choice. Upon landing, the enemy is knocked Prone (and falls to Earth if knocked upwards without the ability to hover). In Strategic Scale, you push them 1d3+2 km instead.
Halt Advance - Half Action. Make an opposed WS test with an enemy you threaten. On a success, the enemy is unable to move from that spot unless you are first defeated, stunned, knocked prone, incapacitated or pushed out of melee range. If you succeed with 3+ DoS, you may maneuver the enemy as per the action for free.
Maneuver Mastery - +10 to WS tests when using the Maneuver action.
Tactical Blow - When armed with a an Impact damage-based melee weapon, test Strength whilst maneuvering an opponent. On a success, may maneuver the enemy 1 extra m/dm, with an extra 1m per DoS you gained on the Strength test. In Strategic scale, you may instead maneuver the enemy 1 extra dm/km, with an extra 1dm/km per 3 DoS gained.
Tactical N2 Punch - Commanding OD must spend a Fate Point an expend one N2 Strike talent. An N2 Warhead is deployed for you to equip. When in Melee range of an enemy, the Pointman must expend all of their ATP (no less than 6) to detonate the N2 Warhead at the enemy. The arm holding the Warhead is instantly destroyed (-10 Energy Critical Damage). The Pointman must then test SR. On a success, the enemy takes damage as though struck by an N2 Warhead. Reduce the enemy's ATS for the purpose of Deflection (and thus resisting the attack) by the amount of ATP expended. If this reduces the enemy's ATS to 0 or below, they take +2 damage per negative ATS. On a failure, the N2 Warhead explodes as normal, affecting everything in range.

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Ranged Pointman Talents

Talent Name Talent Sub-Title Effect
Maser Overload - On a successful attack with a Maser weapon, you may choose not to roll for damage and instead cause the target to suffer a -10 penalty to all tests for a number of rounds equal to the number of shots that hit the target. Multiple uses of this talent do not increase the penalty but do add to its duration.
Obscuring Barrage - Full Action, must wield a full auto weapon. Test BS; on successful test that breaches enemy AT Field, the enemy makes a Perception test, -5 penalty per hit; on a failure they take no damage but are blinded for 1 round.
Positron Burrow - Full Action. Make a single shot attack with a Positron Weapon against an E-Scale Enemy with a -20 penalty. Instead of rolling for damage, you may instead reduce the target's ATS for the purpose of Deflection by X, where X is the amount of Penetration your weapon possesses. This persists until the start of your next turn. Multiple Burrows do not stack.
Shell Shock - After a successful hit with a Bolt weapon, you may choose to, Instead of rolling for damage, reduce the target's TB by X, where X is the amount of Penetration your weapon possesses, to a maximum of half the enemy's total TB. This persists until the start of your next turn. This effect does not stack, and the entire attack must be sacrificed, including extra hits from full autos.

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Ranged Talents

Name Sub-Class Effect
CQC Gunplay - When making attacks with pistols in melee combat, you may treat them as though they were at Point Blank, gaining the +30 range bonus to hit.

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Physical Talents

Name Sub-Class Effect
Drop Trained - Falling, 10dm or above. Always land on your feet, and treat distance as 1/3rd for purpose of falling damage.
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran).
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds.
I Cannot be Defeated Increase your Fatigue Threshold by 2.
Leap Up - You may stand up from the Prone position as a Free Action.
Rapid Reaction - When surprised or ambushed, you may test Agility to act normally.
Second Wind - This ability triggers the first time during an encounter you take Critical Damage or you spend your last fate point, whichever comes first. On being triggered, you gain Unnatural Toughness (+1), a +10 to Toughness tests, and instantly heal 1d5+TB wounds. Any status effects with a temporary duration less than one hour are removed. This ability can only trigger once a day.
Sound Constitution 10 Increase your Wounds by 1 per purchase of this talent.
Sprint - +AB to movement distance when full moving, double movement distance when running. You gain a level of Fatigue if you use this talent two turns in a row.
Stalwart Defense - You may spend a fate point as a Full Action to root yourself to a location. You may not move and you may not dodge, but you can make a parry reaction against any and all successful melee strikes against you (or an ally if you have Guardian). All damage you suffer is reduced by 2, and enemies gain no bonuses for outnumbering you in close combat. This state continues until you are incapacitated or you choose it to end.
True Grit - Halve Critical Damage taken, rounding down, to a minimum of 1.

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Mental Talents

Name Sub-Class Effect
Fearless - +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity.
Hotblooded - +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear test.
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1.
Jaded - Unaffected by mundane horrors such as death, violence or the sight of blood.
Nerves of Steel - Reroll WP tests to resist or recover from Pinning. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. This applies to Social Conflicts.
Resistance Cold +10 to tests to resist the cold.
- Fear +10 to tests to resist fear.
- Heat +10 to tests to resist the heat.
- Poison +10 to tests to resist poisons and toxins.
- Mental +10 to tests to resist mental attack.
Unshakeable Faith - Reroll failed Fear tests.

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Interpersonal Talents

Name Sub-Class Effect

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AT Field Talents

Name Sub-Class Effect
Champion Protector Select one Arm. For as long as the Bunker Field Pattern spread, that arm is considered to possess the Unnatural Toughness (+4) trait. It can be used to parry both melee and ranged attacks.
- Sentinel So long as the Accelerated Territory Pattern is spread, you extend a zone of control around you equal to your Half Move distance. As a reaction action you may immediately move to block any enemy moving through your zone, stopping their movement immediately and allowing you to attack them with an Attack of Opportunity. You gain a +10 bonus to the 'Protect Ally' use of the Dodge Skill, and can use this skill against any ally within your Half Move distance.
- Warden So long as the Layered Field Pattern is spread, you are immune to the effects of fatigue, pinning, Stunning, may not be knocked Prone, may not be moved against your will and gain a +20 bonus to Grapple tests.
Disruption Counter Choose a single AT Power when using Neutralize. So long as the ATS spent on Neutralize matches the cost required to use the chosen power, the Angel is unable to use that power.
Quick Spread - Spread full as a half. May spread as a free, gaining ATS equal to your WPB.

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AT Field Powers

Spread Patterns

Accelerated Territory
Barrier Field
Bunker Field
Deflective Field
Inverted Field
Layered Field
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Offensive Powers

AT Blast
AT Wave
Cross Blast
Repulsion
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Enhancement Powers

Massive Momentum
Restrain Shot
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Dirac Powers

Dirac Cache
Dirac Trap
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Utility Powers

AT Ping
Containment
Inertia
Flare
Float
Shield
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Neutralisation Powers

Destructive Interference
Neutralise
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Equipment

Melee Weapons

Name Class Range Base Damage Real Damage Base Pen Real Pen Total Specials
One-Handed
Ayanami Sword Melee - 1d10+2R 1d10+7R 3 3 Best; Force Weapon; AT Foci (1), Balanced
Ayanami Rod Melee - 1d10+1 I 1d10+6I 3 3 Best; Force Weapon; AT Foci (1), Balanced, Disabling
Two-Handed
Ayanami Staff Melee - 2d10+1 I 2d10+6 I 4 4 Best; Force Weapon, Pneumatic; Amp (1), AT Foci (2), AT Surge, Projection (1), Unwieldy

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Ranged Weapons

Name Class Range Base RoF Real RoF Base Damage Real Damage Base Pen Real Pen Total Specials
Ayanami Longbow Basic Medium (60m/6dm) S/-/- S/-/- 1d10+3R 1d10+3R 3 3 Best; Force Weapon; Accurate, Reliable, Silent
Anti-Armor Arrow Basic Medium (60m/6dm) S/-/- S/-/- 2d10+2X 2d10+2X 4 4 Best; Accurate, Reliable
Bolt Arrow Basic Medium (60m/6dm) S/-/- S/-/- 1d10+6X 1d10+6X 4 4 Best; Accurate, Reliable, Tearing
Incendiary Arrow Basic Medium (60m/6dm) S/-/- S/-/- 1d10+4E 1d10+4E 4 4 Best; Accurate, Flame, Reliable

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Ammo

Ranged Weapons

Name Weapon Clip Size Reload Time Qty
Standard Ayanami Arrow Longbow 1 1 Half 5
Anti-Armor Arrow Longbow 1 1 Half 5
Bolt Arrow Longbow 1 1 Half 5
Incendiary Arrow Longbow 1 1 Half 5

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Armour

Name Body Arm Leg Head Special
Ayanami Light Armour 9 9, Weak Spot (2) 9, Weak Spot (2) 9, Weak Spot (3) Ablative (2), Auto-Doc (1), Empowering (1), Light, Powered, Sealed, Sentinel, Slippery
Ayanami Heavy Armour 10 10, Weak Spot (2) 10, Weak Spot (2) 10, Weak Spot (3) Ablative (2), Auto-Doc (1), Empowering (2), Heavy (40), Powered, Sealed, Sentinel, Slippery

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Starting Stats

Characteristics

Starting Characteristics
Name Value Bonus Modifiers
Weapon Skill 44 4 Warrior Type (+5)
Ballistic Skill 32 3 -
Strength 42 4 Warrior Type (+5)
Toughness 40 4 -
Agility 39 3 -
Intelligence 43 4 Leader Type (+5)
Perception 30 3 -
Willpower 34 3 -
Fellowship 34 3 Leader Type (+5)
Synch Ratio 65 6 -

Vitals

Vitals
Wounds: 14 Fate Total: 2
Insanity: 25/100 Ego Barrier: 100/100
WUP Pool: 0

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Starting Skills and talents

From Background

Acrobatics
Command
Parry
Stealth

From Assets

Talented (Command)
Logic (T)
Scholastic Lore (Tactics (T))

From Career

Athletics
Charm
Literacy
Speak Language (English, Japanese, Russian)

Starting Talents

AT Power (Deflective Field, Neutralise)
Melee (General)

Experience Table


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